History TroubledProduction / VideoGames

17th Jul '16 9:38:50 PM mlsmithca
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* The cancelled Comicbook/{{Daredevil}} game owes its nonexistence to this trope, as [[https://www.youtube.com/watch?v=MF8AEtKXwEA this video]] would explain. In a nutshellÖ

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* The cancelled Comicbook/{{Daredevil}} game owes its nonexistence to this trope, as [[https://www.youtube.com/watch?v=MF8AEtKXwEA this video]] would explain. In a nutshellÖnutshell...



** By now, the engine had started taking itís toll, struggling to handle the gameís graphical fidelity and scope, which ended up causing a weak framerate. After multiple edits and cuts of certain levels, 5,000 Ft decided to cut the gameís overworld entirely, turning the game into [[ResetButton a linear third person brawler]] that had almost none of the features 5,000 Ft had promised. The new linear and tight level design caused the aforementioned grappling and Shadow World mechanics to become useless.

to:

** By now, the engine had started taking itís its toll, struggling to handle the gameís graphical fidelity and scope, which ended up causing a weak framerate. After multiple edits and cuts of certain levels, 5,000 Ft decided to cut the gameís overworld entirely, turning the game into [[ResetButton a linear third person brawler]] that had almost none of the features 5,000 Ft had promised. The new linear and tight level design caused the aforementioned grappling and Shadow World mechanics to become useless.
17th Jul '16 8:37:14 AM therealjackieboy
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** 5,000 Ft, a game studio located in Reno, Nevada, wanted to [[StartMyOwn make a game of their own]] after assisting [[Creator/The3DOCompany 3DO]] with their VideoGame/ArmyMen series for the PS1. After being bought out by publisher Encore, Encore proceeded to buy out a few licenses to several Marvel products, such as ComicBook/CaptainAmerica, and of course, Daredevil.
** 5,000 Ft thought of doing a Daredevil game for the PS2 because of their interest in the character. They presented their ideas to Encore, which consisted of a linear third person brawler that was heavily tied into the comics. The game was meant to be a series of vignettes based around famous Daredevil stories as a way to celebrate the characterís legacy. After a week of creating a workable prototype for Encore, the game was greenlit for production under the name ''Daredevil''. [[Creator/MarvelComics Marvel]] themselves became heavily involved with the gameís development, such as allowing the writers to have full creative control over the story of the game.

to:

** 5,000 Ft, a game studio located in Reno, Nevada, wanted to [[StartMyOwn make a game of their own]] after assisting [[Creator/The3DOCompany 3DO]] with their VideoGame/ArmyMen series for the PS1. [[UsefulNotes/PlayStation PS1]]. After being bought out by publisher Encore, Encore proceeded to buy out a few licenses to several Marvel products, such as ComicBook/CaptainAmerica, and of course, Daredevil.
** 5,000 Ft thought of doing a Daredevil game for the PS2 because of their interest in the character. They presented their ideas to Encore, which consisted of a linear third person brawler that was heavily tied into the comics. The game was meant to be a series of vignettes based around famous Daredevil stories as a way to celebrate the characterís legacy. After a week of creating a workable prototype for Encore, the game was greenlit for production under the name ''Daredevil''. [[Creator/MarvelComics Marvel]] themselves became heavily involved with the gameís development, at first being very easygoing with 5,000 Ft such as allowing giving the writers to have full creative control over the story of the game.



** Due to the release of VideoGame/SpiderManTheMovie, 5,000 Ft wanted to not only [[FollowTheLeader copy the game]], but to also outdo it, giving Daredevil a swinging mechanic that allowed his billy club to grapple onto buildings, loads of people for Daredevil to interact with, and a new, cutting edge mechanic called The Shadow World, which allowed the player to see the game from Daredevilís perspective (basically the precursor to [[VideoGame/BatmanArkhamSeries detective mode]]).
** At this point, the game grew into a giant, bloated mess that ended up causing problems for 5,000 Ftís development team. Tensions started rising up, with multiple developers and staff members, including one of their most skilled engineers, leaving. Their replacements ended up being nowhere near as talented. Whatís worse, drug problems among the staff became rampant. Multiple developers started showing up to work intoxicated, with one of the engineers doing drugs during his lunch break. The studio then attempted to make Encore give them creative control over the final product, which resulted in the studio dividing itself due to staff membersí growing ambitions and conflicting ideas.
** By now, the engine had started taking itís toll, struggling to handle the gameís graphical fidelity and scope, which resulted in a weak framerate. After multiple edits and cuts of certain levels, 5,000 Ft decided to cut the gameís overworld entirely, turning the game into [[ResetButton a linear third person brawler]] that had almost none of the features 5,000 Ft had promised, which resulted in the aforementioned grappling and Shadow World mechanics becoming useless.
** Because of the engineís limitations and the upcoming deadline getting closer and closer, 5,000 Ft had to rely on help from many different studios such as Creator/ElectronicArts in order to get the engine working properly. By now, the game had missed its February 2003 deadline, resulting in the game getting pushed back to summer.

to:

** Due to the release of VideoGame/SpiderManTheMovie, [[VideoGame/SpiderManTheMovie the first Spiderman Game]], 5,000 Ft not only wanted to not only [[FollowTheLeader copy the that game]], but to also outdo it, giving Daredevil a swinging mechanic that allowed his billy club to grapple onto buildings, loads of people for Daredevil to interact with, and a new, cutting edge mechanic called The Shadow World, which allowed the player to see the game from Daredevilís perspective (basically the precursor to [[VideoGame/BatmanArkhamSeries detective mode]]).
** At this point, the game grew into a giant, bloated mess that ended up causing problems for 5,000 Ftís development team. Tensions started rising up, with multiple developers and staff members, including one of their most skilled engineers, leaving. Their replacements ended up being nowhere near as talented. Whatís worse, drug problems ran rampant among the staff became rampant.staff. Multiple developers started showing up to work intoxicated, with one of the engineers doing drugs during his lunch break. The studio 5,000 Ft then attempted to make Encore give them full creative control over the final product, which resulted in the studio dividing itself due to several staff membersí growing ambitions and conflicting ideas.
** By now, the engine had started taking itís toll, struggling to handle the gameís graphical fidelity and scope, which resulted in ended up causing a weak framerate. After multiple edits and cuts of certain levels, 5,000 Ft decided to cut the gameís overworld entirely, turning the game into [[ResetButton a linear third person brawler]] that had almost none of the features 5,000 Ft had promised, which resulted in promised. The new linear and tight level design caused the aforementioned grappling and Shadow World mechanics becoming to become useless.
** Because of the engineís limitations and the upcoming deadline getting closer and closer, 5,000 Ft had to rely on help from many different studios such as Creator/ElectronicArts in order to get the engine working properly. By now, the game had missed its February 2003 deadline, resulting in the game getting pushed back to the summer.



16th Jul '16 7:31:26 PM therealjackieboy
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** By now, the engine had started taking itís toll, struggling to handle the gameís graphical fidelity and scope, which resulted in a weak framerate. After multiple edits and cuts of certain levels, 5,000 Ft decided to cut the gameís overworld entirely, resulting in a linear third person brawler that had none of the features 5,000 Ft had promised, which resulted in the aforementioned grappling and Shadow World mechanics becoming useless.
** Because of the engineís limitations and the upcoming deadline getting closer and closer, 5,000 Ft had to rely on help from many different studios such as EA in order to get the engine working properly. By now, the game had missed its February 2003 deadline, resulting in the game getting pushed back to summer.

to:

** By now, the engine had started taking itís toll, struggling to handle the gameís graphical fidelity and scope, which resulted in a weak framerate. After multiple edits and cuts of certain levels, 5,000 Ft decided to cut the gameís overworld entirely, resulting in turning the game into [[ResetButton a linear third person brawler brawler]] that had almost none of the features 5,000 Ft had promised, which resulted in the aforementioned grappling and Shadow World mechanics becoming useless.
** Because of the engineís limitations and the upcoming deadline getting closer and closer, 5,000 Ft had to rely on help from many different studios such as EA Creator/ElectronicArts in order to get the engine working properly. By now, the game had missed its February 2003 deadline, resulting in the game getting pushed back to summer.



** In the end, ''Daredevil: The Man Without Fear'' was shelved thanks to 5,000 Ft leaning more closely with Sonyís ideas rather than Marvelís, who pulled the license from 5,000 Ft. An attempt to make another IP using the same engine and mechanics ended up not happening, and 5,000 Ft ended up in third party obscurity until their demise in 2012.

to:

** In the end, ''Daredevil: The Man Without Fear'' was shelved thanks to 5,000 Ft leaning more closely with Sonyís ideas rather than Marvelís, who pulled the license from 5,000 Ft. An attempt to make another IP using the same engine and mechanics ended up not happening, and happening. 5,000 Ft ended up in sunk into third party obscurity until [[CreatorKiller their demise in 2012.
2012.]]
16th Jul '16 7:24:34 PM therealjackieboy
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* The cancelled Comicbook/{{Daredevil}} game owes its nonexistence to this trope, as [[https://www.youtube.com/watch?v=MF8AEtKXwEA this video]] would explain. In a nutshellÖ
**5,000 Ft, a game studio located in Reno, Nevada, wanted to [[StartMyOwn make a game of their own]] after assisting [[Creator/The3DOCompany 3DO]] with their VideoGame/ArmyMen series for the PS1. After being bought out by publisher Encore, Encore proceeded to buy out a few licenses to several Marvel products, such as ComicBook/CaptainAmerica, and of course, Daredevil.
**5,000 Ft thought of doing a Daredevil game for the PS2 because of their interest in the character. They presented their ideas to Encore, which consisted of a linear third person brawler that was heavily tied into the comics. The game was meant to be a series of vignettes based around famous Daredevil stories as a way to celebrate the characterís legacy. After a week of creating a workable prototype for Encore, the game was greenlit for production under the name ''Daredevil''. [[Creator/MarvelComics Marvel]] themselves became heavily involved with the gameís development, such as allowing the writers to have full creative control over the story of the game.
**Creator/SonyPictures then called upon former 5,000 Ft president, Tim Page, to inform him of the then upcoming Film/{{Daredevil}} movie. Because of this coincidence, Encore decided to port the game to PC and Xbox alongside its original PS2 port. This forced both [[Creator/MicrosoftStudios Microsoft]] and Creator/{{Sony}} to watch over development of the game.
**After meeting with Sony, 5,000 Ft was forced to increase the budget and scale of their game. The game became an open world action game that was meant to be a lot more combat focused. The game was then given a deadline: February 2003, around the time the movie came out. Microsoft, in contrast, was much more laid back in their approach to the game, allowing the developers to do whatever they wanted. Both cases of contradicting philosophies caused friction during development.
**If that wasnít bad enough, Marvelís ideas for the game contrasted even more with Sonyís ideas. While Marvel wanted a game that was more faithful to the comic, Sony wanted a game that was more experimental. Marvel would constantly shoot down any ideas presented by Sony, such as a grinding mechanic [[FollowTheLeader inspired by]] the VideoGame/TonyHawksProSkater series.
**The game had some conflicts with the engine. 5,000 Ft wanted to use the new Renderware engine, used in games such as VideoGame/GrandTheftAutoIII. Encore, however, [[ExecutiveMeddling didnít want to use it,]] not wanting to pay engine fees. 5,000 Ft ended up having to use the base of Renderwareís technology, and build upon it, creating their own engine in the process.
**Due to the release of VideoGame/SpiderManTheMovie, 5,000 Ft wanted to not only [[FollowTheLeader copy the game]], but to also outdo it, giving Daredevil a swinging mechanic that allowed his billy club to grapple onto buildings, loads of people for Daredevil to interact with, and a new, cutting edge mechanic called The Shadow World, which allowed the player to see the game from Daredevilís perspective (basically the precursor to [[VideoGame/BatmanArkhamSeries detective mode]]).
**At this point, the game grew into a giant, bloated mess that ended up causing problems for 5,000 Ftís development team. Tensions started rising up, with multiple developers and staff members, including one of their most skilled engineers, leaving. Their replacements ended up being nowhere near as talented. Whatís worse, drug problems among the staff became rampant. Multiple developers started showing up to work intoxicated, with one of the engineers doing drugs during his lunch break. The studio then attempted to make Encore give them creative control over the final product, which resulted in the studio dividing itself due to staff membersí growing ambitions and conflicting ideas.
**By now, the engine had started taking itís toll, struggling to handle the gameís graphical fidelity and scope, which resulted in a weak framerate. After multiple edits and cuts of certain levels, 5,000 Ft decided to cut the gameís overworld entirely, resulting in a linear third person brawler that had none of the features 5,000 Ft had promised, which resulted in the aforementioned grappling and Shadow World mechanics becoming useless.
**Because of the engineís limitations and the upcoming deadline getting closer and closer, 5,000 Ft had to rely on help from many different studios such as EA in order to get the engine working properly. By now, the game had missed its February 2003 deadline, resulting in the game getting pushed back to summer.
**The game, now going under ''Daredevil: The Man Without Fear'', was now almost fully complete, with a new story and overworld created. Unfortunately, during 5,000 Ftís now six month development time, a large chunk of the staff left, resulting in control of the project being given towards their hired consultants, who ended up cancelling production of the game because of Marvelís refusal to release it.
**In the end, ''Daredevil: The Man Without Fear'' was shelved thanks to 5,000 Ft leaning more closely with Sonyís ideas rather than Marvelís, who pulled the license from 5,000 Ft. An attempt to make another IP using the same engine and mechanics ended up not happening, and 5,000 Ft ended up in third party obscurity until their demise in 2012.
14th Jul '16 5:46:16 PM WillyFourEyes
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* The UsefulNotes/{{Nintendo 64}} [[VideoGame/MissionImpossible1997 adaptation]] of the 1996 ''Film/MissionImpossible'' film. The game was originally slated to be released in late-1996. However, constant ExecutiveMeddling (resulting in the game switching development teams mid way through development) and problems fitting such an at-the-time ambitious game onto a small cartridge resulted in the game not seeing release until mid-1998 in North America. The final game actually wasn't half bad. However, its long development history definitely showed with its dated (even for 1998) graphics, buggy programming, and somewhat underdeveloped gameplay. The impending release of the competing ''VideoGame/MetalGearSolid'' that same year certainly didn't help matters.
* ''VideoGame/MightyNo9'' was initially scheduled for a 2015 release, but after multiple delays ended up released in mid-2016... at which point not only were there multiple counts of backer keys either not working or receiving DLC keys instead of the game, but the Wii-U version caused the console to hard crash and the release of the game on the Xbox 360, Mac and Linux were delayed even further.

to:

* ''VideoGame/MightyNo9'' was initially scheduled for a 2015 release, but after multiple delays ended up released in mid-2016... at which point not only were there multiple counts of backer keys either not working or receiving DLC keys instead of the game, but the UsefulNotes/WiiU version caused the console to hard crash, and the release of the game on the Xbox 360, Mac and Linux were delayed even further.
* The UsefulNotes/{{Nintendo 64}} [[VideoGame/MissionImpossible1997 adaptation]] of the 1996 ''Film/MissionImpossible'' film. The game was originally slated to be released in late-1996. However, constant ExecutiveMeddling (resulting in the game switching development teams mid way midway through development) and problems fitting such an at-the-time ambitious game onto a small cartridge resulted in the game not seeing release until mid-1998 in North America. The final game actually wasn't half bad. However, its long development history definitely showed with its dated (even for 1998) graphics, buggy programming, and somewhat underdeveloped gameplay. The impending release of the competing ''VideoGame/MetalGearSolid'' that same year certainly didn't help matters.
* ''VideoGame/MightyNo9'' was initially scheduled for a 2015 release, but after multiple delays ended up released in mid-2016... at which point not only were there multiple counts of backer keys either not working or receiving DLC keys instead of the game, but the Wii-U version caused the console to hard crash and the release of the game on the Xbox 360, Mac and Linux were delayed even further.
matters.



* ''VideoGame/NeverwinterNights2's'' premium module ''Mysteries of Westgate'' didn't take long to develop. However, Atari wanted the [[DownloadableContent DLC]] shipped with a {{DRM}} scheme. This delayed the release of the game. Adding to this, Obsidian patches constantly broke down the Adventure Pack, pushing the game's release even further, much to gamers frustration.

to:

* ''VideoGame/NeverwinterNights2's'' premium module ''Mysteries of Westgate'' didn't take long to develop. However, Atari wanted the [[DownloadableContent DLC]] shipped with a {{DRM}} scheme. This delayed the release of the game. Adding to this, Obsidian patches constantly broke down the Adventure Pack, pushing the game's release even further, much to gamers gamers' frustration.



* SiliconKnights (as documented in the ''Blood Omen'' and ''Eternal Darkness'' entries above) hit its creative nadir with CEO Denis Dyack's pet project and self-considered masterpiece ''VideoGame/TooHuman''. It took second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations (UsefulNotes/{{PlayStation}}[=/=]UsefulNotes/SegaSaturn, UsefulNotes/NintendoGameCube, and the final released product on UsefulNotes/{{Xbox 360}}). It was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics and technology, was utterly disgusted by the {{Wii}} hardware's lack of horsepower and immediately burned bridges with Nintendo.
** This proved to be a fatal mistake, for without Miyamoto and Iwata to keep watch over him and his work, Dyack's ego [[SmallNameBigEgo spiraled out of control]] and he grew progressively more hostile towards virtually everyone, including his own staff (as will be made clear by the below bullet point). Development on the game suffered dearly for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, a disastrous lawsuit against Creator/EpicGames. Silicon Knights paid a license to use the Unreal Engine 3 for ''Too Human'', didn't like it, and began reverse-engineering it until they decided the engine was now 100% Silicon Knights and 0% Epic. They stopped payments to Epic and demanded refunds for the money they already paid to them. Problem was, the "new" engine used in the final product still contained portions of Epic code... Needless to say, Silicon Knights lost big time and paid [[CreatorKiller the ultimate price]] in 2013.

to:

* SiliconKnights (as documented in the ''Blood Omen'' and ''Eternal Darkness'' entries above) hit its creative nadir with CEO Denis Dyack's pet project and self-considered masterpiece ''VideoGame/TooHuman''. It took second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations (UsefulNotes/{{PlayStation}}[=/=]UsefulNotes/SegaSaturn, UsefulNotes/NintendoGameCube, and the final released product on UsefulNotes/{{Xbox 360}}). It was cancelled the first time around by the original publishers (a partnership between ElectronicArts Creator/ElectronicArts and MetroGoldwynMayer) Creator/MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics and technology, was utterly disgusted by the {{Wii}} hardware's lack of horsepower and immediately burned bridges with Nintendo.
**
Nintendo.\\\
This proved to be a fatal mistake, for without Miyamoto and Iwata to keep watch over him and his work, Dyack's ego [[SmallNameBigEgo spiraled out of control]] and he grew progressively more hostile towards virtually everyone, including his own staff (as will be made clear by (see one interpretation of the below bullet point).''X-Men Destiny'' situation for more details). Development on the game suffered dearly for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, a disastrous lawsuit against Creator/EpicGames. Silicon Knights paid a license to use the Unreal Engine 3 for ''Too Human'', didn't like it, and began reverse-engineering it until they decided the engine was now 100% Silicon Knights and 0% Epic. They stopped payments to Epic and demanded refunds for the money they already paid to them. Problem was, the "new" engine used in the final product still contained portions of Epic code... Needless to say, Silicon Knights lost big time and paid [[CreatorKiller the ultimate price]] in 2013.
14th Jul '16 4:28:25 PM multibrawlr
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* ''VideoGame/PlayStationHome'', a virtual world created by Sony for the UsefulNotes/PlayStation3, effectively existed in a state of limbo for its entire lifespan. [[http://www.kotaku.co.uk/2015/07/29/the-untold-story-of-playstation-home-sonys-most-successful-disaster This article]] on Kotaku UK lays out the whole story of "Sony's most successful failure".

to:

* ''VideoGame/PlayStationHome'', ''VideoGame/PlaystationHome'', a virtual world created by Sony for the UsefulNotes/PlayStation3, effectively existed in a state of limbo for its entire lifespan. [[http://www.kotaku.co.uk/2015/07/29/the-untold-story-of-playstation-home-sonys-most-successful-disaster This article]] on Kotaku UK lays out the whole story of "Sony's most successful failure".


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* Despite the fact that it became one of the most downloaded smartphone games in existence and was a boon in the increase of Creator/{{Nintendo}}'s stock value, the location-based augmented reality game ''VideoGame/PokemonGo'' has had to withstand being the subject of several controversies, which have attracted significant media attention:
** The game immediately caught fire from many public and private establishments, who became fed up with players congregating in or around their areas. Police stations, churches, [[http://www.ibtimes.co.uk/pokemon-go-dutch-rail-operator-tells-nintendo-change-game-after-players-wonder-onto-tracks-1570308 rail stations]], [[http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/pokemon-go-man-s-house-accidentally-turned-into-a-gym-causing-huge-problems-a7129756.html a person's home]], and the ''[[http://www.eurogamer.net/articles/2016-07-12-holocaust-museum-pleads-stop-playing-pokemon-go-here United States Holocaust Museum]]'' -- of all places -- have dealt with their fair share of Pokémon players as well. It became such a public nuisance that residents of the Sydney suburb of Rhodes [[http://www.smh.com.au/business/consumer-affairs/pokemon-go-residents-call-police-as-rhodes-swamped-20160712-gq4hb3.html reportedly threw water bombs at players]]. Law enforcement scrambled to the social media to urge ''Pokémon'' players to avoid potentially trespassing while playing the game.
** Many safety issues with the game became thrust into the media limelight. There was first [[http://www.inc.com/joseph-steinberg/pokemon-go-users-beware-two-major-security-risks.html skepticism]] over the game requiring players to provide full access to their Google accounts, and there were fears that users were at the mercy of hackers [[note]] Developer Niantic Labs and The Pokémon Company quickly addressed the concern with [[http://venturebeat.com/2016/07/12/pokemon-go-ios-update-fixes-full-access-to-your-google-email-account/ an update]] that limited the app's access of its users' personal information[[/note]]. Later, [[RealityEnsues the real-life plights of many would-be Pokémon trainers searching far and wide]] got widespread attention. Some of the extremely unflattering reports included armed robberies of players -- the thieves of which utilizing the "lure" mechanic and waiting by Pokéstops for victims; [[http://www.nydailynews.com/news/national/pokemon-players-car-accidents-u-s-article-1.2710266 car accidents]]; and ''[[http://www.nbcsandiego.com/news/local/Two-Men-Fall-Down-Cliff-While-Playing-Pokemon-Go-386743551.html two men falling from a cliff]]''[[note]] although both developers are to not be held responsible for such things [[/note]].
13th Jul '16 10:25:38 PM rjung
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* Creator/{{Atari}}'s ''VideoGame/{{Firefox}}'' arcade game was [[http://www.jmargolin.com/firefox/firefox.htm plagued with problems]] from start to finish. The success of ''VideoGame/DragonsLair'' prompted management to demand the game be ready in a few months, so it could appear at the October 1983 AMOA show in New Orleans. Experienced designers and engineers balked at the schedule; the role of project engineer fell on a new hire who had claimed to be a programmer, hardware engineer, and systems developer, yet who had never designed an arcade game before. The game used three boards designed by different groups, and a laserdisc player that had never been tested in an arcade environment. The incomplete game was rushed to the AMOA show in Nolan Bushnell's private jet, but despite the assurances of the project engineer, remained a dormant shell for the entire show. The project engineer quit afterward; Jed Margolin was cajoled into the project, working 12-hour shifts for three weeks straight to resolve numerous engineering issues, including a new raster monitor that tended to explode when it did not receive a sync signal. The final insult came after the game was released; its high price and declining demand for laserdisc games resulted in ''Firefox'' being a flop right out of the gate.
7th Jul '16 2:07:15 AM shadowmanwkp
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* The development of ''VideoGame/{{Doom}}'' itself went generally smoothly, but its infamous [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] port was something else. It was produced by a company called Art Data Interactive that reportedly believed that all one had to do to port a game to another platform was to recompile its code, and that new weapons could be added just by importing new art assets. This ultimately led to the port being developed by ''one programmer in ten weeks'', which forced her to live in her office to complete it in time. This alongside the difficulties she ran into with the 3DO explains why the result was such a PortingDisaster. Nine years later, the programmer, Rebecca Heineman, released the source code alongside her story of its production and a wish that she had time to polish her work before release.

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* The development of ''VideoGame/{{Doom}}'' itself went generally smoothly, but its infamous [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] port was something else. It was produced by a company called Art Data Interactive that reportedly believed that all one had to do to port a game to another platform was to recompile its code, and that new weapons could be added just by importing new art assets. This ultimately led to the port being developed by ''one programmer in ten weeks'', which forced her to live in her office to complete it in time. This alongside the difficulties she ran into with the 3DO explains why the result was such a PortingDisaster. Nine years later, the programmer, [[https://github.com/Olde-Skuul/doom3do Rebecca Heineman, released the source code alongside her story of its production and a wish that she had time to polish her work before release.]]
21st Jun '16 6:46:10 PM Hylarn
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* ''VideoGame/MightyNo9'' has had this as well - initially the game was scheduled for a 2015 release, but has been delayed three times. [[RuleOfCautiousEditingJudgment To say backers are getting anxious and agitated is an understatement.]] Upon released, not only were there multiple counts of backer keys either not working or receiving DLC keys instead of the game, but the Wii-U version caused the console to hard crash and the release of the game on the Xbox 360, Mac and Linux were delayed even further as well as the fact that .

to:

* ''VideoGame/MightyNo9'' has had this as well - was initially the game was scheduled for a 2015 release, but has been delayed three times. [[RuleOfCautiousEditingJudgment To say backers are getting anxious and agitated is an understatement.]] Upon released, after multiple delays ended up released in mid-2016... at which point not only were there multiple counts of backer keys either not working or receiving DLC keys instead of the game, but the Wii-U version caused the console to hard crash and the release of the game on the Xbox 360, Mac and Linux were delayed even further as well as the fact that .further.
21st Jun '16 7:38:58 AM Hanz
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* ''VideoGame/MightyNo9'' has had this as well - initially the game was scheduled for a 2015 release, but has been delayed three times. [[RuleOfCautiousEditingJudgment To say backers are getting anxious and agitated is an understatement.]]

to:

* ''VideoGame/MightyNo9'' has had this as well - initially the game was scheduled for a 2015 release, but has been delayed three times. [[RuleOfCautiousEditingJudgment To say backers are getting anxious and agitated is an understatement.]]]] Upon released, not only were there multiple counts of backer keys either not working or receiving DLC keys instead of the game, but the Wii-U version caused the console to hard crash and the release of the game on the Xbox 360, Mac and Linux were delayed even further as well as the fact that .
This list shows the last 10 events of 418. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=TroubledProduction.VideoGames